private IEnumerator Shoot() { anim.Play("Shoot"); yield return(new WaitForSeconds(0.25f)); EnWp_WaveShot newShot = Instantiate(shot.gameObject).GetComponent <EnWp_WaveShot>(); newShot.transform.position = transform.position; newShot.transform.localScale = new Vector3(-transform.localScale.x * transform.right.x, transform.localScale.y, transform.localScale.z); newShot = Instantiate(shot.gameObject).GetComponent <EnWp_WaveShot>(); newShot.transform.position = transform.position; newShot.transform.localScale = new Vector3(-transform.localScale.x * transform.right.x, transform.localScale.y, transform.localScale.z); newShot.waveLength *= -1f; }
public IEnumerator Shoot_Wind() { anim.Play("Shoot"); LookAtPlayer(); GameObject windArea = Instantiate(windObject); windArea.transform.position = transform.position; for (int i = 0; i < 4; i++) { yield return(new WaitForSeconds(0.5f)); EnWp_WaveShot newShot = Instantiate(windWheel).GetComponent <EnWp_WaveShot>(); newShot.transform.position = transform.position; newShot.transform.localScale = new Vector3(anim.transform.localScale.x * transform.right.x, transform.localScale.y, transform.localScale.z); newShot = Instantiate(windWheel).GetComponent <EnWp_WaveShot>(); newShot.transform.position = transform.position; newShot.transform.localScale = new Vector3(anim.transform.localScale.x * transform.right.x, transform.localScale.y, transform.localScale.z); newShot.waveLength *= -1f; } }